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* Fix various light sources counting as Light, Give Skia spacewalk * [pre-commit.ci] auto fixes from pre-commit.com hooks for more information, see https://pre-commit.ci * Replace the Ignore Gravity with Jetpack * Clean up event code + Avoid touching upstream code where possible * [pre-commit.ci] auto fixes from pre-commit.com hooks for more information, see https://pre-commit.ci * Double cone, strategic untouches * Additional strategic untouch --------- Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
73 lines
1.5 KiB
C#
73 lines
1.5 KiB
C#
using Content.Shared.Stacks;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Light.Components;
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[NetworkedComponent]
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public abstract partial class SharedExpendableLightComponent : Component
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{
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[ViewVariables(VVAccess.ReadOnly)]
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public ExpendableLightState CurrentState;
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[DataField]
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public string TurnOnBehaviourID = string.Empty;
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[DataField]
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public string FadeOutBehaviourID = string.Empty;
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[DataField]
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public TimeSpan GlowDuration = TimeSpan.FromSeconds(60 * 15f);
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[DataField]
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public TimeSpan FadeOutDuration = TimeSpan.FromSeconds(60 * 5f);
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[DataField]
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public ProtoId<StackPrototype>? RefuelMaterialID;
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[DataField]
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public TimeSpan RefuelMaterialTime = TimeSpan.FromSeconds(15f);
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[DataField]
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public TimeSpan RefuelMaximumDuration = TimeSpan.FromSeconds(60 * 15f * 2);
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[DataField]
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public SoundSpecifier? LitSound;
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[DataField]
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public SoundSpecifier? LoopedSound;
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[DataField]
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public SoundSpecifier? DieSound;
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// Begin DeltaV additions
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[DataField(required: true)]
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public float LitRadius = 0.0f;
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[DataField(required: true)]
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public float LitEnergy = 0.0f;
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[DataField]
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public float FadeInDuration = 0.0f;
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// End DeltaV additions
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}
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[Serializable, NetSerializable]
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public enum ExpendableLightVisuals
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{
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State,
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Behavior
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}
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[Serializable, NetSerializable]
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public enum ExpendableLightState
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{
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BrandNew,
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Lit,
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Fading,
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Dead
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}
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